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Jallem Sims
Minmatar Exploring Blind
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Posted - 2007.11.07 18:41:00 -
[1]
SOrry if this has been posted, i have had a look and so far not found anything strightforward and simple.
As an interceptor pilot (and i think this will aply to most fast ships) i always wish i could control my ship better. The are many ways in which you can combat and i am sure the are many more things i can learn.
I noticed as i was training with a sabre pilot, i was flying my eris, he started to pull away and fly back at me to get in close to web me. This is undoubtable a good skill. However, at any time i can warp out as he has to travel beyond his scram range. It wasn't encouraging close dogfighting combat by intergrated movements of your ship to get close and pull away maintaining a constant momentum.
What about the many times i have ended up in a dual orbit travelling at 10k +, when missiles and tracking become pointless, till one inty breaks its orbit and you are back again.... to chasing or running. It reduces the lower 'trained' skilled pilot from being able to use his natural piloting skills in adjusting and reacting in many different possiblities.
It is true the are many tactics you can deploy, i am simply looking at new ways in which you don't have to rely on a set setup. How many times have you had the 'wrong setup' and lost. What if you could use your natural flying skills to evade a web and scram.... What if you decide you can take on a BC, you have set up to hit hard, and your inty goes in with the knowlegde that you can change your range, orbit, movement of you ship to pull in and out with quick thinking and simple controls. At the moment you have to right click change the value and reclick the button to activate the new change. This could work in your favour too as the BC pilot, thinking about holding the inty down and reducing the transversal.
What i am simply suggesting is 3 UI additions.
1) option to add 2 set orbits (or an adjustable bar) 2) option to add 2 'keep at range' options (or an adjustable bar) 3) ability to change the rotation angle of orbit (or an adjustable globe)
the 3rd option will also allow you to set an orbit so you don't hit other ships and structures.
#sorry for any rambling or spelling errors
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Archivian Specialatus
Amarr Fairlight Corp FOUNDATI0N
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Posted - 2007.11.07 19:49:00 -
[2]
well i think all 3 of those options are a good idea to add.
Though i would mind adding mouse piloting whilst holding down a button. this as well as your options. I originally wanted to be a small ship pilot but felt to restricted so now i just pew pew in my BS.
I think option is particularly good. Because every time i set a new orbit its like the game has to set your course into a station or gate. Its like its doing it on purpose. Its probbably just Dev sense of humour.
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Tar Nictor
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Posted - 2007.11.07 23:34:00 -
[3]
Originally by: Archivian Specialatus Though i would mind adding mouse piloting whilst holding down a button. this as well as your options.
You can't do ship control like this, in this game, Twitch movement wont work, because it has to update every movement, as it is now, the game see where you are, witch direction your going, and the client sends the server the information, and both the server and the client are after that point just doing the math by them selfs, its not till you move or change direction, use a mod, or something of that nature that a new packet is sent to the server and it recals for this new direction or speed, or whatever it is you did.
For twitch control like using a mouse it would have to update the server by the sec, or maybe even milliseconds, witch would take way to much bandwidth, for the shear amount of players in this game, its one of the same reason, COH/COV, WOW, and other like mmorpgs have a server limit because they have to deal with small changes in the movement of players.
Though I would love it, it would mean 300x the lag, (not a real number, i have know idea how much extra lag, but rest assured it would be a lot) and would cause the splitting of the main server into a lot of small ones, with 5000 or less allowed on them each. Thanks but no thinks, as for the OP, sure sound good, would be a big step in the right direction for small fast ships.
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Chaaaz
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Posted - 2007.11.08 01:07:00 -
[4]
Lost a few ships to having the wrong orbit setup! given that i jump between two types, so this idea gets my thumbs up.
/signed
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Tarron Sarek
Gallente Endica Enterprises Alternative Realities
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Posted - 2007.11.08 03:52:00 -
[5]
I would be more than happy if orbit and keep at range values were at least safed on a per ship basis, just like the zoom levels.
Switching ships, for example from an interceptor to a battleship, almost always requires both numbers to be changed, which is a bit annoying.
But of course more presets would also be nice.
___________________________________ - Balance is power, guard it well -
Please stop using the word 'nerf' Nothing spells 'incompetence' or 'don't take me serious' like those four letters |
JS LiamElms
Gallente Dark Blade Incorporated Interstellar Alcohol Conglomerate
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Posted - 2007.11.12 08:37:00 -
[6]
Edited by: JS LiamElms on 12/11/2007 08:38:01 nice idea "i am a noob, so when i pop you... feel the shame!!" |
Darian Edalth
Minmatar Metal Mammoth Industrial
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Posted - 2007.11.12 11:31:00 -
[7]
Several things I would love to see for fast paced combat.
1) Keep at current range <As mentioned> 2) Orbit slider bar <close or far, slide the nob!> 3) Match current speed option, this one was so useful.
- Darian Edalth. "Corporal, Warrior of CMSS"
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Stakhanov
The Good Fellas
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Posted - 2007.11.12 12:07:00 -
[8]
All good suggestions. It would promote advanced tactics instead of plain rock / paper / scissors.
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VB Sarge
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Posted - 2007.11.12 19:49:00 -
[9]
I really like the OP's ideas.
Even adding a customizable preset, like your overview, would be useful. That way you could save set ups before hand and easily load a new one at the drop of a hat.
Albeit, a combination of 2 orbit/keep at buttons and the presets would be preferrable, I think either one would be a huge step up.
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